Subject: SS64 Hanzo FAQ ver 1.2 From: Alan TanDate: Sun, 18 Jan 1998 19:16:10 +0700 Newsgroups: rec.games.video.arcade Hi below is my final version of my miniFAQ. Can somebody pls save it somewhere. I've included everything I found out from my Jap friends, even the throw breaks :( This will be my final version as I find it quite disturbing tha people like SavageChua will be reading this. I HATE this kind of people who post things like "I know BUT I'm not telling" while he comes here and read all our discussions. That is one of the reasons I'm posting the throw breaks so people can break his Hanzo throws. Hanzo mini FAQ ver 1.2 by Alan Tan email:anntlh@pacific.net.sg This FAQ will list the main moves and some of the multiparts which I know of. I would like to thank two very nice Japanese, Daxing, who provided me with the multiparts and Sekuin for his throw breaks. There will be a little discussion for vs combat. any useful feedback is welcomed esp VS combat and mistakes in FAQ. NOTE: I've tried to give all the info as accurately as possible but I did not proof read it. If any move did not work after trying for like 10 times, pls email me. I might have made a mistake. What's new in ver 1.2 added Multipart for low reversal and throw breaks which will be in brackets beside the throw. Moves: I'll be using numbers for direction with 6 being forward and 4 back, 2 down and so on. The moves are not complete but I will definately mention moves that are more useful and special. common moves(bust and slash) 6A+B: mid move, short range, float on hit, very very useful 6B: mid move, short range, float on MC (major counter) (22B or 2D,B),B: low kick followed by high kick 33: low dash in A+B: strong slash, mid, good damage, slow recovery A,A,A,9C: punch(high),punch(high),punch(mid), throw. The throw is NOT a combo. A,A,B: a true combo (high) A,A,A,special. note you MUST be very FAST in doing your special. B: high kick, can be cancelled into specials. This is the only move I find which can be cancelled. Is there any other ones?? 2A: quick punch(low) safe and irritating 2B: low kick. quite safe but if opponent is good he can counter (refer to counter in vs section) (3B or 3D,B),2A+B : mid slash,low slash. Useful but recovery slow. 6A or 3D,A: mid hit. quite fast. stumbles crouchers allowing you to move in and low throw. 2D,A,A: two low attacks after dodge 9B: useful attack on ground opponent SLASH 214C: bomb implant (mid) very very very nice move. NOTE the opponent is vulnerable when bomb explodes. There he cannot guard esp against the itten(one shot kill). or you can do the 63214A as followup. 641236 A or B: teleport move, useful after a hit 214C as if you time it properly, you can be very close to the exploding opponent :) 214 A, exploding flame. can combo special after it 63214 AorB, Heaven or Earth Slash. if opponent hit you during the animation, a block of wood appears and opponent is staggered allowing for a confirm hit. 22B+C, invisibility. Drains stamina continuously. Very dangerous. To reappear either get hit or block an attack or 22B+C (requires stamina) very useful with the teleportation move and during RAGE (ABC when power meter full) 236A: shuriken Power up special 236AB: combo it into float. Float combos: A,AB,9B A,236AB(special) A,B,B,236AB or 214C(requires you to move forward between moves) A,214C BUST 421 AorBorCorD: teleport 641236 AorB: teleport 22A: teleport 236A: shuriken, dangerous when powerup, allowing for up to 3 continuous hit. If near wall, opponent will not move back after hit, after two hits, Jump B, special. Huge damage. 4B+C: high reversal. Can follow ANY throw. Just key in command. 1B+C: mid reversal. Can follow ANY throw 2B+C: low reversal follow: BC,A,D -> BC,A,D -> ABC,B,BCD,C -> A,C,B,D,AB,CD,ABCD (D to break) (it works. two bone breaks, one stab followed by the spinning piledriver) 623C (A to break): spinning throw. Can be done in the air(unconfirmed) 63214C (C to break): flip throw follow: AB,CD,BC (D to break) or follow: D,C,B,A (C to break) -> ABCD,CD,AB 41236C(B to break): bone breaks follow: A,B,C,D (B to break)-> AD,BC,ABCD (head stomp) or follow: B,C,BC (A to break) -> A,C,B,D,BC (knife slash) 66C: throw can follow with ground throw 9C: Headbreaker. hits crouchers 1C (B to break): ground throw 3C (A to break): ground throw follow: ABCD,CD,AB 623AB: powerup special. can move a LITTLE then ground throw after successful hit. Float combos: A,AB,6D(dash),ground throw (DAMAGING) normal combos: when powerup... 236A(multi shuriken),JB,Special VS combat dodging: 3D is useful in close combat esp after a opponent block your move. when opponent jumps towards you, DODGE. 4D allows you to block even when retreating. 6(hold)+D to run General combos: JB (jump B), any throw JAB, 6A+B, float combo Counters: after you block something, you can IMMIDIATELY execute a special but you must be fast.For hanzo bust, his shuriken when powerup is a VERY effective counter.